Which JS version supports plane detection for Augmented Reality? - android

I am making an AR app for Android which uses a WebView to host an URL, it should detect a plane and put a 3D object on it.
Can anyone tell me which JS supports plane detection for both Horizontal and Vertical plane detections?

It's not a version issue. It's the issue of WebXR Device API. At the moment it officially supports VR features only. If you need AR features, you must use a WebXR Hit Test API as well.
Excerpt from Augmented reality for the web:
In Chrome 67, we announced the WebXR Device API for both augmented reality (AR) and virtual reality (VR), though only the VR features were enabled. VR is an experience based purely on what's in a computing device. AR on the other hand allows you to render virtual objects in the real world. To allow placement and tracking of those objects, we just added the WebXR Hit Test API to Chrome Canary, a new method that helps immersive web code place objects in the real world.
The immersive web samples use one created just for the demos called Cottontail, and Three.js has supported WebXR since May 2018.
Hope this helps.

Related

Arcore StereoScopic Rendering in Android

I would like to implement an android application (API min 27) for a term project which enables users to experience Arcore and mixed reality features in headsets such as google cardboard etc with stereoscopic view. For preliminary research, i couldn't find valid resources and approaches in order to solve stereoscopic vision on arcore except some approaches in unity3d, openGL and some frameworks such as Vuforia etc.. As far as i know, currently arcore 1.5 is not supporting this feature.
I considered using cardboard sdk and arcore sdk together but I am not sure that it is going to be naive approach and provide solid foundation for the project and future works.
Is there a way to work around for desired stereoscopic view for Arcore in native android or how can I implement stereoscopic view for given case (Not asking for actual implementation, just brainstorming) ?
Thanks in Advance
there is the Google Sceneform - scenegraph-based visualization engine for AR applications and there is this feature request asking for the same thing you have planned. Now to answer your question, there is this java visualization library used throughout google's own ARCore examples and it has support for stereoscopic rendering. What is missing in their implementation is accounting for lens distortion.

ARCore: Emulator and unity

I'd like to test ARCore using Unity/c# before buying an android device - can I use Unity and ARCore emulator without having a device to put together an AR app but just using a camera from my PC, and does the camera require a specific spec?
I read Android Studio Beta now supports ARCore in the Emulator to test an app in a virtual environment right from the desktop, but can't tell if the update is integrated into Unity.
https://developers.googleblog.com/2018/02/announcing-arcore-10-and-new-updates-to.html
Any tips how people may be interacting with the app using a pc camera would be really helpful.
Thank you for your help !
Sergio
ARCore uses a combination of the device's IMU and camera. The camera tracks feature points in space and uses a cluster of those points to create a plane for your models. The IMU generates 3D sensor data which is passed to ARCore to track the device's movements.
Judging from the requirements above we can say a webcam just isn't going to work, since it lacks the IMU needed by ARCore. Just the camera won't be able to track the device's position, which may lead to objects drifting all over the place (If you managed to get it working at all). Even Google's page or reddit threads indicate that it just won't work.

Area learning after Google Tango

Area learning was a key feature of Google Tango which allowed a Tango device to locate itself in a known environment and save/load a map file (ADF).
Since then Google has announced that it's shutting down Tango and putting its effort into ARCore, but I don't see anything related to area learning in ARCore documentation.
What is the future of area learning on Android ? Is it possible to achieve that on a non-Tango / ARCore-enabled device ?
Currently, Tango's area learning is not supported by ARCore and ARCore's offerings are not nearly as functional. First, Tango was able to take precise measurements of the surroundings, whereas ARCore is using mathematical models to make approximations. Currently, the ARCore modeling is nowhere near competitive with Tango's measurement capabilities; it appears to only model certain flat surfaces at the moment. [1]
Second, the area learning on Tango allowed the program to access previously captured ADF files, but ARCore does not currently support this -- meaning that the user has to hardcode the initial starting position. [2]
Google is working on a Visual Positioning Service that would live in the cloud and allow a client to compare local point maps with ground truth point maps to determine indoor position [3]. I suspect that this functionality will only work reliably if the original point map is generated using a rig with a depth sensor (ie. not in your own house with your smartphone), although mobile visual SLAM has had some success. This also seems like a perfect task for deep learning, so there might be robust solutions on the horizon.[4]
[1] ARCore official docs https://developers.google.com/ar/discover/concepts#environmental_understanding
[2] ARCore, ARKit: Augmented Reality for everyone, everywhere! https://www.cologne-intelligence.de/blog/arcore-arkit-augmented-reality-for-everyone-everywhere/
[3] Google 'Visual Positioning Service' AR Tracking in Action
https://www.youtube.com/watch?v=L6-KF0HPbS8
[4] Announcing the Matterport3D Research Dataset. https://matterport.com/blog/2017/09/20/announcing-matterport3d-research-dataset/
Now at Google Developers channel on YouTube there are Google ARCore videos.
These videos will learn users how to create shared AR experiences across Android and iOS devices and how to build apps using the new APIs revealed in the Google Keynote: Cloud Anchors, Augmented Images, Augmented Faces and Sceneform. You'll come out understanding how to implement them, how they work in each environment, and what opportunities they unlock for your users.
Hope this helps.

Desktop based Augmented Reality Application

I am developing an AR based Application which contains around 30-50 models. Is it possible to develop it on Android cause there might be Memory problem in mobile devices. Is there any Desktop based AR API/SDK that can be used with 3D animation??
Yes you can create an android application for augmented reality. There are many applications on android market especially, the one in GPS. However handling 50 models might cause a memory problem. However in high end devices like Samsung Galaxy S4 and Note 2, i dont think so you might face memory issue. Further you can also place your models in a dedicated server from where your application can fetch it. This can reduce the chances memory issues.
Some basic examples for AR on android are given here:
http://readwrite.com/2010/12/01/3-augmented-reality-tutorials#awesm=~ohLxX5jDGJLml9
AR application for desktop i haven't worked on it. I think this might help:
http://www.arlab.com/
Does desktop application include WebGL applications in the web browser?
If so, then you might want to check out skarf.js, a framework that I have written for handling JavaScript augmented reality libraries in Three.js (JavaScript 3D library that wraps WebGL). It currently integrates two JavaScript-based augmented reality libraries: JSARToolKit and js-aruco.
The skarf.js framework takes care of a number of things for you, including automatic loading of models when the associated markers are detected (association is specified in a JSON file). There is also a GUI marker system which allows users to control settings using AR markers.
Integration with Three.js is just one line of code to create a Skarf instance and another line of code to update.
There are videos, live demos, source codes, examples and documentation available. Check out http://cg.skeelogy.com/skarfjs/ for more info.

Augmented reality in android

I have just started developing an application on android based on augmented reality, I just want to know is there any plugins or development kit required for augmented reality also I have gone through some of the development kit as follows,
ARToolKit
FLARToolKit and FLARManager for Adobe Flash
SLARToolkit
AR-media™ Plugin for Google™ SketchUp™
NyARToolkit
LinceoVR
HandyAR
Total Immersion – D’Fusion Studio
Unifeye Mobile
and I want to know, which would be the better... My application is based on text translator and face recognition. Thank you!
To do face recognition try to use OpenCV. It have got in built library functions which can make life easier. Refer below links.
OpenCV -Android
OpenCV - Java
Augmented reality (AR) is a term for a live direct or indirect view of a physical, real-world environment whose elements are augmented by virtual computer-generated sensory input, such as sound or graphics. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality.
http://mobile.tutsplus.com/tutorials/android/android_augmented-reality/

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